Platform Comparison Between Games Console,Mobile Games and PC
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
4: Gigabit Research
Gigabit Research 4 s was discussed in chapter 3, the limitations of current networks and advances in computer technology led to new ideas for applications and broadband network design. This in turn led to hardware and software developmentA for switches, computers, and other network compo- nents required for advanced networks. This chapter describes some of the research programs that are focusing on the next step-the development of test networks.1 This task presents a difficult challenge, but it is hoped that the test networks will answer important research questions, provide experience with the construction of high-speed networks, and demonstrate their utility. Several “testbeds” are being funded as part of the National Research and Education Network (NREN) initiative by the Advanced Research Projects Agency (ARPA) and the National Science Foundation (NSF). The testbed concept was first proposed to NSF in 1987 by the nonprofit Corporation for National Research Initiatives (CNRI). CNRI was then awarded a planning grant, and solicited proposals or white papers" from The HPCC prospective testbed participants. A subsequent proposal was then reviewed by NSF with a focus on funding levels, research program’s six objectives, and the composition of the testbeds. The project, cofunded by ARPA and NSF under a cooperative agreement with testbeds will CNRI, began in 1990 and originally covered a 3-year research program. The program has now been extended by an additional demonstrate fifteen months, through the end of 1994. CNRI is coordinat- gigabit 1 Corporation for National Research Initiatives, ‘‘A Brief Description ofthe CNRJ Gigabit lkstbed Initiative,” January 1992; Gary StiX, “Gigabit Conn=tiom” Sci@@ net-working. -
NVIDIA Tesla Personal Supercomputer, Please Visit
NVIDIA TESLA PERSONAL SUPERCOMPUTER TESLA DATASHEET Get your own supercomputer. Experience cluster level computing performance—up to 250 times faster than standard PCs and workstations—right at your desk. The NVIDIA® Tesla™ Personal Supercomputer AccessiBLE to Everyone TESLA C1060 COMPUTING ™ PROCESSORS ARE THE CORE is based on the revolutionary NVIDIA CUDA Available from OEMs and resellers parallel computing architecture and powered OF THE TESLA PERSONAL worldwide, the Tesla Personal Supercomputer SUPERCOMPUTER by up to 960 parallel processing cores. operates quietly and plugs into a standard power strip so you can take advantage YOUR OWN SUPERCOMPUTER of cluster level performance anytime Get nearly 4 teraflops of compute capability you want, right from your desk. and the ability to perform computations 250 times faster than a multi-CPU core PC or workstation. NVIDIA CUDA UnlocKS THE POWER OF GPU parallel COMPUTING The CUDA™ parallel computing architecture enables developers to utilize C programming with NVIDIA GPUs to run the most complex computationally-intensive applications. CUDA is easy to learn and has become widely adopted by thousands of application developers worldwide to accelerate the most performance demanding applications. TESLA PERSONAL SUPERCOMPUTER | DATASHEET | MAR09 | FINAL FEATURES AND BENEFITS Your own Supercomputer Dedicated computing resource for every computational researcher and technical professional. Cluster Performance The performance of a cluster in a desktop system. Four Tesla computing on your DesKtop processors deliver nearly 4 teraflops of performance. DESIGNED for OFFICE USE Plugs into a standard office power socket and quiet enough for use at your desk. Massively Parallel Many Core 240 parallel processor cores per GPU that can execute thousands of GPU Architecture concurrent threads. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
Resource Guide: Workstation Productivity
Resource Guide: Workstation Productivity Contents Beyond the Desktop: Workstation Productivity ……………………………………………………2 Find out how to get the highest productivity possible from high performance applications that require more power than traditional desktop computers Top IT Considerations for Mobile Workstations …………………...............................................4 Discover the top IT considerations for organization that require mobile workstations designed to provide a balance of performance and portability Maximum Management and Control with Virtualized Workstations ....…………………...…….6 Explore the benefits of virtualization to ensure the greatest possible management and control of high performance workstations for the most demanding workloads and applications Sponsored by: Page 1 of 6 Copyright © MMIX, CBS Broadcasting Inc. All Rights Reserved. For more downloads and a free TechRepublic membership, please visit http://techrepublic.com.com/2001-6240-0.html TechRepublic Resource Guide: Workstations Productivity Beyond the Desktop: Workstation Productivity Find out how to get the highest productivity possible from high performance applications that require more power than traditional desktop computers Desktop computers have come a long way in terms of value and performance for the average user but more advanced applications now require even more in terms of processing, graphics, memory and storage. The following is a brief overview of the differences between standard desktops and workstations as well as the implications for overall performance and productivity as compiled from the editorial resources of CNET, TechRepublic and ZDNet.com. Think Inside the Box A lot of people tend to think of desktop computers and computer workstation as one and the same but that isn’t always the case in terms of power and performance. In fact, many of today’s most demanding workloads and applications for industries such as engineering, entertainment, finance, manufacturing, and science actually require much higher functionality than what traditional desktops have to offer. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
Console Games in the Age of Convergence
Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon. -
Not of Woman Born: Monstrous Interfaces and Monstrosity in Video Games
NOT OF WOMAN BORN: MONSTROUS INTERFACES AND MONSTROSITY IN VIDEO GAMES By LAURIE N. TAYLOR A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2006 Copyright 2006 by Laurie N. Taylor To Pete. ACKNOWLEDGMENTS I have many people to thank for this dissertation: my friends, family, and teachers. I would also like to thank the University of Florida for encouraging the study of popular media, with a high level of critical theory and competence. This dissertation also would not have been possible without the diligent help and guidance from my committee members, Donald Ault and Jane Douglas, as well as numerous other faculty members and graduate students both at the University of Florida and at other institutions. Thanks go to friends and loved ones (and cats): Colin, Jeremiah, Nix, Galahad, and Mila. And, thanks go always to Pete, for helping with research, discussion, giving me love and support, and for being wonderful. iv TABLE OF CONTENTS Page ACKNOWLEDGMENTS ..............................................................................................iv ABSTRACT.................................................................................................................viii CHAPTER 1 INTRODUCTION....................................................................................................1 Introduction..............................................................................................................1 -
Lenovo Thinkpad P15 Gen 1
ThinkPad P15 Gen 1 Business professionals can now get extreme power in a mobility-friendly package. This mobile workstation supports advanced workloads with an Intel Xeon or 10th Gen Core processors and powerful NVIDIA Quadro RTX5000 graphics. Choose the 4K OLED or LCD display with Dolby Vision HDR for unmatched clarity and comfort. Users can connect up to three additional displays, and transfer large files at unprecedented speeds with twin ThunderBolt 3 connectors. PROFESSIONAL MACHINES FOR REASONS TO BUY ADVANCED USERS Built to the highest thermal engineering standards, it stays cool and quiet while maintaining the power users need for advanced workloads. Support for WiFi 6 ensures internet connectivity is faster and more secure while users can stay connected on the move with optional 4G WWAN. Certified or recommended for use with: Adobe Premiere Pro, Adobe Photoshop, Adobe After Effects Configure with an 8-core Intel Xeon or Core i9 processor, fast M.2 SSD storage and up to 128GB of DDR4 memory; enabling multitasking of large spreadsheets, databases or complex statistical software. This 15.6" display ThinkPad P Series mobile workstations offer a choice of professional graphics and processor options. most.lenovo.com ThinkPad P15 Gen 1 Recommended for this KEY SPECIFICATIONS CONNECTIVITY device Processor up to Intel Xeon processor W-10885M or 10th Gen Intel Core i9 I/O Ports 1x USB 3.2 Type-C (power delivery and DisplayPort), 2x USB 3.2 processor Type-C Gen 2 / Thunderbolt 3 (power delivery and DisplayPort), 2x USB-A 3.2 Gen 1, HDMI 2.0, -
Video Games As Free Speech
The University of Maine DigitalCommons@UMaine Honors College 5-2014 Video Games as Free Speech Benjamin Cirrinone University of Maine - Main Follow this and additional works at: https://digitalcommons.library.umaine.edu/honors Part of the Political Theory Commons Recommended Citation Cirrinone, Benjamin, "Video Games as Free Speech" (2014). Honors College. 162. https://digitalcommons.library.umaine.edu/honors/162 This Honors Thesis is brought to you for free and open access by DigitalCommons@UMaine. It has been accepted for inclusion in Honors College by an authorized administrator of DigitalCommons@UMaine. For more information, please contact [email protected]. VIDEO GAMES AS FREE SPEECH by Benjamin S. Cirrinone A Thesis Submitted in Partial Fulfillment of the Requirements for a Degree with Honors (Political Science) The Honors College University of Maine May 2014 Advisory Committee: James E.Gallagher, Associate Professor of Sociology Emeritus & Honors Faculty Mark D. Brewer, Associate Professor of Political Science Richard J. Powell, Associate Professor, Department of Political Science/Leadership Studies Sol Goldman, Adjunct Assistant Professor of Political Science Mark Haggerty, Rezendes Professor for Civic Engagement, Honors College Copyright © 2014 Benjamin Cirrinone All rights reserved. This work shall not be reproduced in any form, except for the inclusion of brief quotations in review, without permission in written form from the author. Abstract The prevalence of video game violence remains a concern for members of the mass media as well as political actors, especially in light of recent shootings. However, many individuals who criticize the industry for influencing real-world violence have not played games extensively nor are they aware of the gaming community as a whole. -
VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
2 CLASSIFICATION of COMPUTERS.Pdf
CLASSIFICATION OF COMPUTERS Computers can be classified in the following methods: I . Computational Method I. Size and Capability I. Classification based on Computational method: Based on the way a system performs the computations, a computer can be classified as follows: • Digital • Analog • Hybrid Digital computer: A digital computer can count and accept numbers and letters through various input devices. The input devices convert the data into electronic pulses, and perform arithmetical operations on numbers in discrete form. In addition to performing arithmetical operations, they are also capable of:- 1. Storing data for processing 2. Performing logical operations 3. Editing or deleting the input data. One of the main advantages in the use of digital computers is that any desired level of accuracy can be achieved by considering as many places of decimal as are necessary and hence are most suitable for business application. The main disadvantage is their high cost, even after regular reductions in price and the complexity in programming. Example: To calculate the distance travelled by a car in a particular time interval, you might take the diameter of the tyre to calculate the periphery, take into consideration the number of revolutions of the wheel per minute, take the time in minutes and multiply them all to get the distance moved. This is called digital calculation. A computer using the principle of digital calculations can be called a digital computer. Analog Computer: Analog computers process data input in a continuous form. Data such as voltage, resistance or temperature are represented in the computer as a continuous, unbroken flow of information, as in engineering and scientific applications, where quantities to be processed exists as waveforms or continually rising and falling voltages, pressure and so on.